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Fallout: New Vegas Regular Mods

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These Fallout: New Vegas mods of a non-adult nature

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  1. Acies YunDao Hair Pack

    DESCRIPTION
    A port of almost every hair from here: https://www.nexusmods.com/skyrim/mods/88416
    Also check that link to see the hairs included.
     
    HOW TO GET
    I didn't add the hairs to any race, you have to add them yourself or use Hair Patcher mod:
    https://www.nexusmods.com/newvegas/mods/68016
     
    KNOWN ISSUES
    Might have some clipping
     
    PERMISSIONS
    Feel free to do whatever you want as long as it's not monetized or sold for money. Mods should be free for all.
     
    CREDITS AND THANKS
    Copied from the original mod page:
    KS Hairdos
    ApachiiSkyHair
    SGhair
    fox
    国民老公
    佬司机
    电场
    咸鱼菇
    Arbalest
    NinaCookie
    Chokolocco
    coco
     
    TOOLS AND RESOURCES USED
    Outfit Studio to manipulate and refit the meshes.
    Nifskope to edit the meshes.
    xEdit to add the meshes to the game.

    630 downloads

    Submitted

  2. Simply: eyeglasses w/ Helmets

    This is going to require some explaining:
     
    The Four eyes "trait" is considered an "enchantment" and has a single slot available to any headpiece for whatever enchantment needs to be on that headgear (i.e glasses have the Four Eyes Trait and the Riot Helmet from the Lonesome road DLC has a special enchantment that enables the player to effectively have night vision)…
     
    naturally I could not overwrite previous enchantments without losing what makes them special so I removed a tag that overrides the eyeglasses slot, did a brief bit of testing with the NCR Ranger Helmet (with good results) and in theory the same change having been made to all other helmets (let me know if I missed one) should have the same effect.
     
    … its a shame I cant make the eyeglasses invisible with the condition that they are under the helmet (I might be able to but I haven't found a way yet)
     
    TL;DR - eyeglasses can be worn with helmets to appeal to those who took the four-eyes trait.
     
    also - this mod was made with THIS mod in mind

    60 downloads

    Updated

  3. SecurityCertifiedPerkV1.rar

    SecurityCertifiedPerkV1.rar - no AWOP required
     
    +25%Damage to Pistols            (Rank 1)
    +25%Damage to Energy Pistols(Rank 2)
    -25%Damage to SMG/s Rifles
     
    side note:
    Does not affect shotguns/Heavy Weapons/Etc.

    24 downloads

    Submitted

  4. SecurityCertifiedPerkV1AWOP.rar

    SecurityCertifiedPerkV1AWOP.rar - AWOP integration (that means you need AWOP)
     
    +25%Damage to Pistols            (Rank 1)
    +25%Damage to Energy Pistols(Rank 2)
    -25%Damage to SMG/s Rifles
     
    side note:
    Does not affect shotguns/Heavy Weapons/Etc.
     
    Credits:
    https://www.nexusmods.com/newvegas/users/1080388 - AWOP Base

    21 downloads

    Updated

  5. Acies Atomic Heart Twins

    Description:
    Atomic Heart Twins ported to FNV. The mod comes with the robot full body, a wearable jacket and bodysuit that is only compatible for the robot body.
    Find a case with the outfits on Doc Mitchell porch.
     
    Requirements:
    NV Compatibility Skeleton
    Maybe not needed but it's what I use and I can't do anything if it doesn't work without it.
     
    Known Issues:
    The weighting makes it resemble clothes more than metal but I'm not skilled enough to fix this.
     
    Permissions:
    Do as you like, using common sense and as long as you don't profit off of it. If you use any asset from here you can't charge anyone for them, etc. Everything should remain free and accessible to everyone.
     
    Credits:
    Atomic Heart Twins https://twitter.com/predator14_96/status/1629257205017968640?s=20
     
    Screenshots:


    873 downloads

    Submitted

  6. Acies Clothes Pack

    Alternate Drive Download Link
     
    Description:
    I am releasing the clothes I have been using on my screenshot since the pack is relatively big. Well actually it went a little out of hand, so the file is large to download. I has about 15 outfits I have been picking from all kinds of sources. I'd appreciate if someone would post alternative download links that are less of a hassle.
     
     
    Requirements:
    Any Type body. I use Type4 for seamless races.
    NV Compatibility Skeleton
    High Heels Script (not required but the heels will clip on the floor without it)
    Item Explorer to get the outfits, since they aren't added to any in-game location
    Maybe not needed but it's what I use and I can't do anything if it doesn't work without it.
     
    Known Issues:
    I am only releasing this because people want the outfits I ported, but these aren't perfect, have clipping, some are too high poly and will lag your game. I don't intend to fix any of that, this is more like a dump than an actual work. Some outfits might have missing meshes, I don't know. Nothing will be fixed, so the pack comes as is. Feel free to fix, release, improve it etc.
     
    Permissions:
    Do as you like, using common sense and as long as you don't profit off of it. If you use any asset from here you can't charge anyone for them, etc. Everything should remain free and accessible to everyone.
     
    Credits:
    Minidresses https://www.nexusmods.com/skyrim/mods/47376
    Succubus outfit https://www.nexusmods.com/skyrim/mods/49535
    Horns https://www.nexusmods.com/skyrim/mods/14221
    French Maid https://www.nexusmods.com/fallout3/mods/10556
    Queen Marika https://www.patreon.com/posts/full-inu-queen-77578364
    SPB Bunny https://www.loverslab.com/files/file/2174-spb-heart-girl-for-unp-jiggle/
    ED Horns https://twitter.com/Eriayai/status/1163161407954837505
    Ninin Outfits https://niniskyrim.blogspot.com/2019/11/nini-stuff-12.html
    Bazoongas After School https://eiheispot1.blog.fc2.com/blog-entry-596.html
    Atronach https://www.nexusmods.com/skyrim/mods/114429
    Devious Devices https://www.loverslab.com/files/file/15078-devious-devices-le-52/
    Hermit Huntress Outfit https://www.nexusmods.com/skyrimspecialedition/mods/12852
     
    Screenshots:
     

    2,164 downloads

    Updated

  7. Acies Hair Pack

    Acies' Fallout Hair Pack
     
    VERSION
    1.0
     
    DESCRIPTION
    77 new hairs ported from The Sims.
     
    HOW TO GET
    I didn't add the hairs to any race, you have to add them yourself or use Hair Patcher mod:
    https://www.nexusmods.com/newvegas/mods/68016
     
    KNOWN ISSUES
    I made this for the Mojave Delight race, which uses the vanilla headmesh, so it should be compatible with vanilla heads.
    But there will be irremediable clipping sometimes.
     
    PERMISSIONS
    Feel free to do whatever you want as long as it's not monetized or sold for money. Mods should be free for all.
     
    CREDITS AND THANKS
    Original meshes and textures by Newsea.
     
    TOOLS AND RESOURCES USED
    SimPe to extract the meshes and textures from the original mods.
    Outfit Studio to manipulate and refit the meshes.
    Nifskope to edit the meshes.
    xEdit to add the meshes to the game.
     
    You can find all my mods here:
    https://aciesgecko.carrd.co/
     













































































    991 downloads

    Updated

  8. Respawn

    A simple little, but useful mod to change the respawn time for npc/creatures in the Mojave wasteland of FNV. It is addressed to those who don't like the incessant and unrealistic default time respawn of FNV set on 72 hours/3 days. I created it with GECK, everyone can easily edit it with FNVEdit, at will of course. This one is set on about one year (game time).
    This one is a esp file flagged as esm, but it can be also used as simple esp file.

    142 downloads

    Updated

  9. YRegen - a regeneration mod

    1. SHORT DESCRIPTION:
     
    A small mod I made when learning how to use MCM and timer scripts.
    I decided to create a regeneration mod, since I never found one with all the features I wanted.
     
    2. CURRENT VERSION: 26.03.2020
     
    3. FULL DESCRIPTION:
     
    The mod offers an ability to control the regeneration of the character. Configurable through MCM.
     
    It allows you to:
    set the base Healing Rate of the character set an Endurance multiplier and choose it's type (either Endurance value or Fallout 1/2 Healing Rate) set a multiplier for Fast Metabolism perk make regeneration only work out of combat set a bonus regeneration for sleep set a multiplier for Well Rested perk turn on and off limbs regeneration set limb regeneration multiplier turn on and off crippled limbs regeneration allow sleep to heal crippled limbs set minimum hours of sleep required to heal crippled limbs You can set the multipliers to either multiply each other or to be added together so that you can emulate Fallout 1/2 style Healing Rate.
     
    Healing Rate of 1 means regeneration of 0.066 HPs per hour.
     
    4. CHANGELOG:
     
     
    Let me know if you find any bugs or have ideas how to make it better.

    321 downloads

    Updated

  10. [New Vegas] Hair Patcher Two - 15 dec 2019

    If you never used the Hair Patcher:
    In games like FONV, when you install mods of hair / eyes / races you need to make patches to make these work together. Mind you, it's quite easy to patch them, however you could decide to let the hair patcher handle it for you. But this comes to a cost: the more races / hair / eyes you introduce, the more it slows the loading of the game. I don't mean when you load a savegame, I mean the first time you load the game, the time needed to arrive at the Main Menu.

    If you were fine with the previous Hair Patcher, you can stick with it; or, you can check the few new differences with the Hair Patcher Two, and then decide. I rewrote most of it and I feeled it was better keep them separated.
    
     
    
    Differencies with the previous one:
    Hair Patcher Two comes with a .ini file, located inside \Data\Config, called HairPatcher.ini
    You can edit it with a common text editor, like Windows Notepad, or Notepad++. These are the settings:
    [OPTIONS]
    >>> DEBUG: if 1, it will enable debug mode. You don't need it.
    >>> MESSAGE: it will show you a message on the main menu, where it tells you how much time it took to process, the quantity of hairs / eyes / races and the IDs of the mirrors, if you need them. It's enabled (=1) by default.
    >>> HAIRS: this is very important. If you set it to 0, the mod won't process the hair styles. This is very helpful when you install a mod with eyes, and you don't really need to process hairs, setting this to zero will reduce drastically the loading time.
    >>> EYES: same as for HAIRS, but for EYES. Just don't put both to zero, or the mod won't patch anything.
    >>> MIRROR: on every new save, you will always receive a couple of Mirrors, one to change hairstyle and one to change eyes. However, if you lose them, you won't receive them again, you should add them via console. This parameter is an alternative to that: if you set this value to ZERO, the next time you will load the savegame you will receive a new couple of Mirrors (assuming you don't have them already in your inventory)
    [RACES]
    This section initially is empty, it will populate on its own the first time you will load the game. Later, if you'll change your load order/add/remove mods, this section will change eventually when necessary, but well this is not important. What's important is that you can manually edit the value of the races, to exclude them from processing, greatly increasing the loading time.
    Let's make an example. After running the game, you'll find something like this in this section:
    MojaveDelight.esp:415A='Posh' #1
    MojaveDelight.esp:415C='Posh' #2
    FalloutNV.esm:424A=African American
    Now, let's assume that you installed Mojave Delight but you want to play with an African American and you're only interested on the hairs and eyes contained in that mod. All you need to do is delete the name of the race on the right, and replace it with a zero (0), like this:
    MojaveDelight.esp:415A=0
    MojaveDelight.esp:415C=0
    FalloutNV.esm:424A=African American
    The next times you'll start the game, the hair patcher won't tell you "I found 3 races", but it'll tell you "I found 1 race", and the script will only do one third of the necessary operations.


    Requisites
    - NVSE
    - JIP NVSE


    Installation
    You can both do it manually, extracting the archive inside \Data, or using a mod manager.

    282 downloads

    Updated

  11. [New Vegas] Inspector

    Description
    It's a small mod which gives you few informations about the reference you are pointing with your crosshair. These informations go from the base ID, to the position, the angle, the cell, part of the inventory (if Actors or Containers) etc.

    Examples: you find a flying tree and you don't know what mod moved it. Or, more complicated, some aspects of the game are unbalanced and you need to inspect deeper (especially when using complete overhauls)

    To activate it, just press the Hotkey while not having anything under your crosshair, you'll see INSPECTOR ACTIVE on your screen. When the UI is active, you just need to point your crosshair to some reference and if you are close enough (=activation distance) then the infos will appear on the screen. Everytime you'll move your crosshair over a new reference, the infos will automatically update. To close the interface, just go into a Menu (i.e. Pipboy, Main Menu) or point your crosshair to nowhere and press the Hotkey again. The only MenuMode exception is the console: when you open it, the interface won't close and the informations will stay on the screen.

    By default, the Hotkey is the bar on the numpad ( / ), but it can be changed with a key (see later), or replaced with the Control for Aim / Blocking (default Alt or Right Mouse button)

    Some references (Actors, Creatures, Containers) can have more pages of informations. To access them, stick with your crosshair on them and press the Hotkey ( / by default) more and more to turn the pages. Since this could be complicated if you're doing it on a moving actor, you can target it and see the first page of the inspector, and then immediately open the console so the game will stop and you can browse through the pages (again, with the Hotkey) safely.

    I did it few days ago as request from a user, I ended up adding few more features I needed myself. If you need to add few extra infos, please let me know and let's see if it's doable.


    Options
    You can set them on MCM. If you don't use MCM you can edit with a notepad the config file inside Data\Config\aDT\Settings.ini
    - Enable Mod: when you disable this, the hotkey will stop working
    - Debug Mode: will spam something in console, don't use it if unnecessary
    - Modifier: if you choose HOTKEY, in the next option you can choose to assign whatever key on your keyboard (default is / on the NumPad). If you choose CONTROL, the hotkey will be the Control for Block / Aim (default is Alt, or Right Mouse button)
    - Vertical Alignment: the number of pixels from the top of the screen to the Inspector's informations
    - Horizontal Alignment: it can be Left, Middle or Right
    - Vertical Line Spacing: you can decide the space from a line to another, in pixels. This is useful to tweak when you change font. Default is 22 for Font 3
    - Font: allows to use one of the 8 fonts.
    - Alpha Background: the transparent black background you see on the Inspector, 0 is invisible and 255 is full black.
    - All the other flags under Interface Options: they decide what to output on the Inspector

    The same options are basically replicated inside Data\Config\aDT\Settings.ini, for those not using MCM. In the INI, the hotkey will always take precedence: to switch to the Aim/Block control you must set Key to 0 (zero).


    Requisites
    - NVSE
    - Latest JIP (release 30/11/19)
    - UIO
    - MCM (Optional)


    Installation
    You can both do it manually, extracting the archive inside \Data, or using a mod manager.


    Known Issues
    There's a bunch of meshes which can't be targeted, so the Inspector won't find them. Fortunally I found not many for now. I'm still thinking what to do with them.
    I.e. treejoshANV.nif, some cactus
     
    Changelogs
    V5
    Added new page "Active Effects" for creatures and actors. Corrected small error in previous version.
    V4
    Added check if a reference has a script attached, with the ref ID of the script. It's on the bottom, in the group of the Extra var.
    Rearranged few lines of script.
    V3
    Added recipes for MISC items (abraxo, egg timer etc.) and ALCH items (food, drinks etc.), they're in second page
    V2
    Added Export button on MCM, so that you can save your actual configuration and you won't have to reconfigure it next time you'll start a new game. Small fix on a script. If possible, make a clean save.
    V1
    First release

    361 downloads

    Updated

  12. Pace Yourself

    WHAT IT IS
     
    Pace Yourself is a small utility that you can use to remind yourself you've been playing for a certain amount of time and should probably stop for a while. You can then simply dimiss the message, choose to be reminded again later, or leave yourself a note that will be displayed next time you start the game in order to remember what you were about to do.
     
    REQUIREMENTS

    NVSE 5.1.4
    JIP 55+
    JohnnyGuitar 2+
     
    CUSTOMIZABLE

    Both the messages you send yourself, and when they should be displayed, are easily customizable in the .ini file that comes with it. You can be as passive-aggressive to yourself as you like.

    Every section in the ini comes with the following fields:
    Msg=the actual message that is displayed to you.
    Time=after how many minutes it should be displayed since game start (FirstMsg) or the last time you got a message (the Reminders).
    DismissOption=the text for the button where you simpy want the message to go away
    SnoozeOption=the text for the button where you ask to be reminded again later
    NoteOption=the text for the button where you want to leave a note
    By default, there is one first message, and 3 reminding messages for when you hit the proverbial snooze button before. You can actually add more reminding messages if you want: simply follow the conventions of the previous ones, and leave the SnoozeOption empty for the last one.
     
    PERMS
    Dedicated to the public domain with CC.0
     
    DISCLAIMER
    Whipped this up in about an hour. Untested, I have other things to do. Should be fine. If not, I'll hear about it. If you want it to do more, or less, or do things differently, you're welcome to do it yourself, see Perms.
     
    CREDITS
    As always, kudos to the coders who made the script functions I use.
     

    68 downloads

    Submitted

  13. TES Artifacts

    I had these Skyrim weapons that I ported over to New Vegas on my hard drive for +5 years and almost completely forgot about them. Finally, I decided to share them with anyone who interested in having Skyrim weapons in their Fallout: NV playthrough. I also made an esp file that will add these weapons to the game world with almost similar enchantments from past Elder Scrolls games.
     
    You can find each artifact in remote locations throughout the Mojave wastelands waiting to be found.
    - Volendrung can be obtained from the Devil's Gullet, you'll first have to defeat a Super Mutant Overlord to gained this powerful weapon.
    - The Mace of Molag Bal can be found inside a Deathclaw infested cave call Dead Wind Cavern, it can be found right beside a dead prospector.
    - Mehrunes' Razor is located inside of Bloodborne cave and is on top of a large rock towards the end of the cave. It requires a bit of jumping to reach.
    - Keening is found at an irradiated area call Toxic dumpsite and can be pick up immediately where all the containers sit in the center.
    - Sunder is located at Nellis Air Force Base inside one of the buildings call Nellis workshop.
    - Wuuthrad can be found on the outskirts of Jacobstown on the left side of the hills near an unmarked location call Griffith Peak. It requires a bit of jumping to reach.
     
    Each artifact also has a unique effect.
    - Volendrung can send enemies flying and paralyze them temporarily and reduces their health by 5 points for 20 seconds. 
    - The Mace of Molag Bal will drain an enemy strength for 10 seconds and can KO enemies temporarily knocking them out. Also, it does bonus damage against limbs.
    - Mehrunes' Razor has a new effect call Daedric Banishing which is a replica of the Oblivion enchantment which will increase the death chance the higher your luck is, from 1% to 10%. Also, each hit ignores 15 points of DT.
    - Keening will empower you with Keening's Craft which increases your overall S.P.E.C.I.A.L. stats and heals you slowly over time. However, you will be inflicted with a mortal wound that reduces your health by 50 pts.
    - Sunder will empower you with Sunder's Craft which increases your overall S.P.E.C.I.A.L. stats and regenerates AP slowly over time. However, you will be inflicted with a mortal wound that reduces your health by 50 pts.
    - Wuuthrad is especially deadly to robots and power armor users and can deliver a tremendous amount of electrical damage to them.
     

    229 downloads

    Updated

  14. Nuska's Women of the Wasteland

    Since Nuska is gone, and their account is closed too. I figured instead of having someone comment every day for a link to the mod I'd just upload it here.

    If this isn't allowed please let me know. Otherwise would just like this to be easier for everyone to grab.


    All credit goes to Nuska who will be missed. 

    2,255 downloads

    Submitted

  15. Youre One Dirty Little Lady ;) [modders resource]

    Youre One Dirty Little Lady
    [modders resource]
    -------------------
    Clear diffuses I drew dirt on for the T3M variety of bodies
    to make my babes look dirty after a long day of prospecting, adventuring,
    murdering, and traveling in the windy desert that is The Mojave. 
     
    Apply them by "merging down" with GIMP
    or any other app  that handles .dds 
    or get a friend to do it for you if you don't know how.
     
    sometime girls just want to get down and dirty!
    am I right or what
     
     
     
     
    ?

    377 downloads

    Updated

  16. The Moon Is A Cheeky Little Fucker

    The Moon Is A Cheeky Little Fucker
    -------------------
    Just a moon retexture that puts cute faces on the moon phases
     
     
     
     
     
    ?

    401 downloads

    Submitted

  17. GTFO Josh Tree

    GTFO Josh Tree
    -------------------
    This completely removes the Josh Trees from the Mojave Wasteland.
    I didnt like them all that much and this boosts my FPS.
    I Wiped all vertices and collision properties in Nifskope
     
    So if you want an FPS boost go ahead and get it after all ask yourself
    would you rather have some dumb prickly trees or more frames?
    also if you regret installing this I included backup meshes
    in the same mod titled "backup joshtree".
    also its esp free.
     
     
     
     
     
    ?

    159 downloads

    Updated

  18. Metal Gear REX modder's resource

    This is a 3D model that I made using the 3D modeling program Blender, of Metal Gear REX from the 1998 game Metal Gear solid.

    I hope that someone can rig, animate, texture it, and then somehow turn it into a vehicle mod in Skyrim special edition.

    Obviously this would be an extremely long, complex, and daunting task, but if you have the technical know-how or are a career professional in the game development field and think you can do it, then by all means, please do!

    I realize that this mesh is somewhat of a mess, and you have permission to polish and clean it up.

    According to this game footage from Metal Gear Solid 4 Guns Of The Patriots, REX"s walks with it's legs slightly outwards and in a steep downward position.

    Also, it's lower legs are move up and down like shock absorbers. They retract slightly when sitting down, and extend slightly when standing up or walking.

    If you're going to animate it walking, study this video very closely and try to replicate it's walk.

    https://www.youtube.com/watch?v=ciIVuUzhs2o

    35 downloads

    Submitted

  19. Classic ED-E

    Classic Chassis for ED-E to make him appear as a classic eyebot from fallout 2 based heavily on the cancelled Van Buren concept art.
     
    Original models and textures Created by SteelHardBurger
     
    This mod was originally in the Monster mod
                       Created By: DogTown1
     
    I merely sourced the files and applied them to all stages of ED-E's upgrading process
     
          There is a minor float issue on his placement in the primm nash residence
     
    Installation
     
        Simply drop the provided file in your favorite mod loader or directly unpack to the data folder
                            make sure to tick that esp if need be. (FloatedBoiImp)
     
    {I am currently awaiting the "yay or nay" from the original creator, so given that I will remove this mod at his request}
     
    Remorselessly Yours, ~Mamel~

    162 downloads

    Updated

  20. Cats Paw Modders Resource

    Hey everyone,
     
    It's taken me a long, long time to do this, but I guess now is as good a time as any. I'm releasing this as a Modders Resource. It's essentially a massive building (The Cats Paw Publishing House & Brothel) which I've been working on/off over the past several years. There are multiple cells, interiors, rooms, all based around the concept of a publishing house and brothel. It also has a ton of references to old games like Duke Nukem, Fallout 1 and 2, and other media. It includes:
     
    - Main Reception Area
    - Toilets
    - Games Room
    - Bar
    - Kitchen
    - About 8 different rooms for the girls.
    - A dungeon.
    - Maintenance Area
    - Janitor's Closet
    - Backroom Casting "Audition" Room
    - Security Room
    - 3 Themed HoloSuite Studios
    - Printing Floor
    - Generator Room
    - Storage Room
    - Meeting/Board Room
    - Publishing Office
    - Miss Kitty's Wing
    - Elevator
    - A "Bath" area which is unconnected right now.
     
    It was supposed to be a complex quest mod where you helped Miss Kitty Junior run her business. Sort of like Coito Ergo Sum, which I was unaware of when I stated developing this mod and only became aware of quite late in development. It was supposed to tie in with Odessa's Sexout Soliciting. You can find the location itself in the Strip, next to Vault 21. There are a few placeholder NPCs running around, and the very beginnings of some quests which aren't implemented properly ingame that reflect that. But the main onus of the mod are the assets and the interior space.
     
    Bear in mind, as this is an unfinished, WIP project, there are a lot of bugs and issues. The entire front of the building was placeholder. A lot of assets are missing, and the quests don't work. As I've said, it's more about the actual interiors and the space itself, and what you as a modder may wish to do with it.
     
    Over the years I've realised this is just one of those projects I'm never going to finish. I've been holding onto the files hoping I'd muster the enthusiasm/will to finish it but it just wasn't going to happen. I'd like to offer a massive and sincere apology to both NepoznatiNN and A.J who put tons of time and effort making custom assets for me for this mod. BruceWayne also deserves a mention for the amazing female NPCs he made, which are included in a separate esm file. Many others helped too and I've credited the assets I've included here, all of which are free to use.
     
    Basically, feel free to use this as you will, so far as you credit me for the environment and obviously all the people and assets I made use of myself.
     
    Enjoy, and I'm sorry it took so long to do this!

    244 downloads

    Updated

  21. Fallout 3 / Fallout NV Vehicle Resource

    This is a resource, NOT a direct replacer. Some skill with GECK is required to get these meshes ingame. I believe I had to raise the vehicle heights in Blender so the rims and tires wouldn't clip into the ground, but seeing as I haven't played Fallout in over five years I'm not sure...
     
    Back in early 2012 my house was burglarized and my computer among many other things was stolen. Last week Metro called to inform me that they'd found several of my items including an external 1TB SSD drive that at the time cost me a small fortune. Being more than five years old it's now just a run of the mill drive but a TB is a TB so I tied it into my system. Much to my surprise all my files were still on it.
     
    A couple of the meshes may have originally been other authors work. If I remember correctly, the boxtrucks and the halftrack were mashups I did in Blender. I don't know who the original authors are anymore. I do recall that I stretched the police car mesh model, remodeled a gas station to have gas pumps (or maybe it was some type of fusion pump), remade the bus, (one with skeletons inside one without), made a flatbed semi trailer model and a flatbed boxcar model, added doors to both types of the mobile home trailers (without collision), and made a new model of the frontloader with a raised bucket, other than that most vehicles now have multiple damage options, multiple texture options, side mirrors, glass, fusion type engines, rims, tires, seats, steering wheels, and the occasional skeleton inside. I also remade some of the blown up versions of them.

    182 downloads

    Updated

  22. My Clothcollection 2017 Edit

    This file requires the original to work;
    http://www.loverslab.com/files/file/46-myclothcollection-31-by-alex3874/
     
    You should also look for every update/conversion related to the file on LL even if you don't plan on using them. Other authors seemed to have corrected errors (specifically missing textures) as well.
     
    Hopefully this gets added to the original version as an update at sometime in the future.
     
    I started rebuilding Fallout New Vegas after years away and I wanted MyClothCollection by Alex3874 as a possible replacer for some of the in game clothes. I remember a lot of problems in the file from the original and I wrote the author at the time with a fairly detailed correction list. Some of the problems may have been corrected but I found several are still present in the latest version I could find.
     
    (Please note I am using the T6M conversion for the original. If you look at all the different conversion files on LL you will see different textures being added. My edit only covers what I couldn't find in the other files.)
     
    Changes;
     
    ESP
    In the Esp I redirected the coolhair51.nif to the proper file path.
     
     
     
    TEXTURES
    Character- I added 2 body texture sets that where missing that the esp called for in game. This may be due to a download problem but it happened twice so I added them as a simple precaution.
     
    Bikini- The American flag was backwards in my game.
     
    Gantz- I added a left glove texture. See Mesh for reason.
     
    Loxis clothes- The textures in zxdong seemed to be place markers. (Solid colors that made little sense.) I found what I think are the actual dds files and placed them accordingly.
     
    Mantrapbear- The collar texture was pulling from a texture that was ok but miniture belt buckles and gaps were showing so I made a modified version.
     
    Nida Schuuetlich- Textures missing. Pulled original from Nexus Mods.
     
    Trooper Outfit- Boot texture missing. Copied a replacement from a exact duplicate boot texture already in the file.
     
    Yes Mistress- LeatherCatsuit missing. Copied a replacement from a generic leather texture already in the file.
     
    MESHES
    Characters- Coolhair51.nif was pointing at wrong texture paths.
     
    Trooper Outfit- In both Type3BB Clothes All and Falloutgamecloths every nif texture path points at "OUTFTI" instead of "OUTFIT". Corrected in both sets.
     
    Bikinni armor- Corrected texture paths for necklace.
     
    FO3-Oblivion- Conversions for Type3- Corrected texture path on right hip charm.
     
    Gantz- The nif file for the left glove seemed to be missing the object. I downloaded the original from nexus and another site. All are missing the object. (I don't know if this is on purpose.) I found a similar glove in the file and used the original texture to match the right glove. It's better than nothing but not great.
     
    Ladoutfit- Corrected texture path for the _n.dds path.
     
    Mantrapbear- This mesh now points to the collar texture I made.
     
    Yes Mistress Lux edition- Corrected texture paths.
     

    Hopefully this gets added to the original version as an update at sometime in the future.

    589 downloads

    Updated

  23. FEEL - Facial Expression Editor (Limited *pfft*) [FONV]

    - UPDATE -
     
    09/04/2017
    V.4 - Added a correction on the code during the initialization.
     
    23/03/2017
    V.3 - REQUISITES CHANGED, check description. Introduced new check version with JIP and corrected small typo on player selection with R
     
    27/02/2017
    V.2 - Added a full reset. Now when you press DEL to reset the values, it should also reset your face.
     
    - DESCRIPTION -
    An in-game facial expression editor, if you used something like that in Skyrim then you're already used to it.
     
    You open an Edit mode, it goes in TFC (Fly cam), an UI with the list of phonemes appears on the screen, you choose a phoneme, you choose a value, you apply it, your character's face will change.
     
    So why "limited"? because after a while that you are using it, you probably will start wondering "what if..." "can you..." - well, the answer is 99% of times No. Just because what was viable was already made. And I'll add, "unfortunately", because it could have given a lot of pretty opportunities. However, while I can't change the game engine's behaviours, I can still change the "mechanics", the way I wrote the editor, if it helps the user's experience, so please drop me a line with a feedback if you have an idea to share.
     
    - KEYBIND -
    All the keys can be changed via MCM. Here's the default ones:
    I - Enters / Exits the Edit mode, to edit the facial expression. It also calls the TFC (flycam) if you're not on it.
    Up / Down arrow - browses through the list of the phonemes
    Left / Right arrow - decreases / increases the value of the highlighted phoneme
    Left Shift - Hold it to speed up the previous actions
    Return (the main one, not the one on the numpad) - Applies the highlighted value
    Del - Zeroes all the values (which doesn't mean it resets your facial expression v.2 should reset the face too)
    Page Up - Changes category / page .There are 3 categories: phonemes, modifiers, expressions
    Numpad numbers 1-6 - They allow to store a preset. To STORE a new preset, you must HOLD the key for a couple of seconds, until you hear a sound and a message on top right of the screen will warn you. To LOAD a preset, you must TAP the key and you'll hear a different sound, and a message on top right of the screen will warn you.
    R - cycles through the targets in the list (see later). The selected npc will have a blue cloud on it for a couple of seconds.
     
    - USAGE -
    I will describe the usage with an example, so you can understand part of the limits by yourself.
    - I press "I" and I go in edit mode, to change the player's expression.
    - I put my freecam in front of the face, I modify the Aah phoneme value, I press Return to apply it.
    - I don't like it, so I increase that value, I press again Return to apply it.
    - I move on another phoneme, i.e. Big Aah, I select a value, I press Enter to apply it.
    - Now I want to see how the Big Aah would show without the Aah, so I go back on the Aah, I select a zero value, I press Return to apply it.
    - I proceed in this way until I find a good expression, then I HOLD the Numpad 1 for a couple of seconds, until I hear the sound and the message tells me that it's stored.
    - Now I want to make a new expression, I press Del to zero all the values, BUT FIRST I memorize which ones I changed, i.e. Aah, Big Aah and Ooh, because I will have to go over them one by one and apply the zero pressing Return and since v.2 this should also reset my facial expression.
    ...
    - Now I stored some expressions. I prepare myself to make a screenshot, I load back the first stored expression TAPPING Numpad 1, the sound effect and the message on top right will tell me that it's loaded, but the face won't be changed - to do that, I will have to browse through every single modified phoneme and press Return to apply them.
     
    - TARGETING -
    If you simply press I, you'll go in Edit mode and the player will be the only target.
    If you press I while having a NPC on your crosshair, you'll go in Edit mode with both the player and that npc as viable targets.
    If you press I and you are using Sexout, it will load Sexout's targets (actor A, B and C) in the list of viable targets - UNTESTED, please report issues.
     
    - PROBLEMS / LIMITS -
    - If you Apply two values too fast, the second one will reset the previous. The necessary time for the game engine to apply it, is about a second.
    - If you Apply many values too fast, even if only the last one will be applied, every command will still be queued and will need (number of operations x 1 second) seconds to end up the queue. Queue is persistent through saves, so don't think to trick it loading a save, you just need to wait
    - A facial expression is PERSISTENT THROUGH SAVES: if you have a open mouth, you'll have to close it. If you don't, and you simply load a previous game, you still will see the mouth open.
    - A facial expression is NOT PERSISTENT if you exit the game or go back to main menu. This also clues you something important - whatever you do, you can't do any real damage, don't be scared.
    - It shouldn't clash with any mods that use Special Idles, so it should be compatible with them (i.e. Sexout)
    - It should clash with FAFF and any other mods that introduce a reset of facial expressions inside an animgroup (i.e. I can think to... uhm... animated chems or something like that). If they give you troubles, remove the added animgroups (like, mtidle etc.)
    - There could be some cases where some specific expressions don't apply - you could need a different skeleton, let's talk about it.
    - My ARES doesn't morph Eee phoneme. Didn't inspect too much the reason.
     
    - REQUIREMENTS -
    - Last NVSE
    - JIP NVSE
    - MCM (optional but strongly recommended)
    - JIP UIO
     
    - INSTALLATION -
    Extract the content under Data and activate the plugin, or use your favourite mod manager.
     
    - PERMISSIONS -
    I guess it's a final version, you can do whatever you want with it, if it's non-commercial / doesn't involve money.
     
    - CREDITS -
    hlp for NVSE
    Pelinor for MCM
    Doctasax for uMCM
    JIP for UIO and JIP NVSE
    panthercom for testing

    505 downloads

    Updated

  24. AutoClicker

    Index finger cramping up on you? Annoyed at having to click on things all the time when in menus? Try AutoClicker, the tiniest mod I ever made.
     
    When in any kind of menu, AutoClicker will try to click on any clickable button that you hover over, about once a second. Feel free to adjust the quest frequency in the geck to suit your tastes - I'm not making an MCM menu for something this small.
     
    Don't start complaining about how AutoClicker clicks on stuff without waiting for you to give the go-ahead, that's exactly the point. You can, however, stop it from clicking at any time by holding the key you use to crouch.
     
    It won't work on menu elements that are not clickable, or have no <id> tag. (Sadly, this includes many mod-added menus, such as MCM sliders and the like). Still, it *should* work fine in most vanilla menus. And if not, well, then not. At least it saves you some RSI-inducing clicks in others.
     
    Tested fine in the main menu, the pip boy, & the skills & perks menus that show up on level-up. I have no idea if it somehow messes up other sorts of menus like lockpicking and hacking. If so, I'll probably hear about it.
     
    Requires NVSE 5.0.3+ & the JIP plugin (18+, but hey, download 34 while you're at it).
    Kudos to hlp & JIP.
     
    Public Domain.
     
    (Image used is PD too, from http://www.clker.com/clipart-3730.html)

    59 downloads

    Updated

  25. Unlocked MCM: advanced MCM scripting templates

    What it is:
     
    This is a script template resource designed to help FNV modders create complicated MCM menus that don't stretch out over multiple, simultaneously running quest scripts. Its main feature is that it keeps the entering of the information entirely separate from the handling of it.
     
    This reduces the amount of code processed when the MCM menu is displayed or anything is adjusted, improves readability & navigation for the modder, allows for almost any aspect of your MCM menu to be adjusted in-game, and avoids silly mistakes on your part when it comes to specifying UI strings because you no longer have to.
     
    The handling of it is done in a compact handling script, which should really be all you'll ever need no matter how many options, submenus or even menus you have. It is entirely set-and-forget. (The standard script provided assumes you have your intel in quest variables, but the system can easily be adjusted to read from and write to any other type of variable storage, see the 'advanced use' folder.)
     
    The entering of it is done separately in a UDF and becomes a one-time deal, unless you change or add options in a mod update, in which case you simply run it once again. A few other aspects that don't need to run all the time, like adding the MCM items to the formlist and creating submenus, have been exported to UDFs as well.
     
    What it ain't:
     
    - a replacement of MCM: you still need MCM
    - a patch to or modification of MCM: it's just an alternate way of doing the scripting that you have to do in your own mod
    - an actual mod: don't try to install this package to your game folder with a mod manager
     
    Why I did it:
     
    - script size
    Rather complicated mods need lots and lots of different types of options for the player to manipulate in MCM. Creating MCM scripts isn't terribly difficult if you follow pelinor's manual & have some basic knowledge of scripting, but you soon run into problems with size and have to splice the code over multiple running scripts, several times in fact as your mod grows and you keep adding new options. This is mostly due to the fact that so far each and every bit of UI intel for every option needs to be entered in manually, using string parameters to the UI functions, and all of that takes up quite a bit of 'compiled script size'.
     
    - readability, ease of use
    If you have multiple types of options scattered over multiple submenus, keeping track of what everything does and stands for becomes a headache. Got distracted for a second, now I'm gawking at some intel pertaining to option 5, let me scroll back up - oh yes, submenu 3..., what was that again?, and what section am I in - default or defaultscale... Crap. Separating the handling of the intel from the entering of it drastically improves readability in itself. The only script you need to navigate is the map population script.
     
    - script overhead
    If you have multiple MCM scripts iterating over x elseif conditions, checking out in which submenu you are or what option you're manipulating for every section you're in, you're really always running chunks of code that are not applicable for the situation at hand. This system only ever processes code that is applicable to the current submenu (reset & default sections) or the current option (all other sections). Not that MCM scripting was ever considered a resource hog because it's in menumode 1013, but every little bit helps.
     
    - adaptability
    Because none of an option's parameters are manually entered in the handling script anymore, but kept in a map structure, it's now possible to change any of them on the fly from another script that adjusts the information in the map structure itself. Any option's title, type, the variable it refers to, a scale's min/max/incr/decimal parameters, or the strings associated with types 1 and 7 - it's all entirely adjustable. The same goes for the number or ordering of options per submenu, or display parameters like indentation, highlighting and coloring. This allows MCM to be used to create dynamic systems.
     
    - some extras
    The templates are set up to automatically set all your variables to the default values you stipulate in the maps when your mod first initializes, and do the same for any new options you add when you update if you mark them as being new.
    The system allows for the state switching of both options and submenus by consulting an optional UDF.
    For each option type associated with a single variable (1/2/2.5/4/5/6), the handling script will also call an optional UDF when the value changes, providing a lot of intel as its parameters. This is necessary for the state switching of submenus, but can be of use for any number of things (see 'adaptability').
     
    Kudos:
     
    pelinor for MCM
    hlp for NVSE4+, as always
    Odessa for most of the 'start log' script and her work on the GECK wiki these past few years
     
    Needed:
     
    NVSE 4.6.3+, ideally 5.0.3 because you should always use the latest version
    MCM 1.5
     
    Recommended:
     
    A sense of what UDFs are.
    A sense of what arrays are.
    Failing that, the ability to follow instructions and follow a template should at least set you on your way.
     
    Permissions stuff: public domain

    302 downloads

    Updated

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